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Everything posted by AlphaAsh
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South-West Launch Site - Kerbal Konstructs Content
AlphaAsh replied to Beale's topic in KSP1 Mod Development
Beale, you rock. Love your texturing work sir. -
[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Actually it's Kerbal Konstructs that doesn't like firespitter. If you don't use firespitter's water launch system, it shouldn't be a problem. KerbinSide uses Kerbal Konstructs. The former is static content. The latter is a plugin that allows use of static content. It just comes with some static content too.- 872 replies
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[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Kerbal Konstructs now includes some static content and a base called Round Range that uses that content. It's not as extensive as what's available in KerbinSide of course.- 872 replies
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[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Then go for it. I'll be happy to integrate your solution.- 872 replies
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[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
I've been meaning to give KCT a try myself. If you need any wrappers/hooks/et al just shout. If I bothered to keep git up-to-date I'd suggest a pull/push/whatever but I don't- 872 replies
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[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Yeah what happens is all bases get set to closed when you drop back to the main menu. A necessity for when switching between career saves and loading the open/close states on career load or starting a new career. Since sandbox's KK functionality doesn't include any of the career strategy layer and all bases are just treated as open, I don't bother with that persistence on a sandbox game.- 872 replies
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[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Coupla vids showing WIP on working tracking stations and the associated vessel downlink system. Very much subject to change, especially when KSP 1.1 is released.- 872 replies
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[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Don't be afraid to kick me up the backside when you need to, if you're integrating with KK chap. I do not want to make that difficult.- 872 replies
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[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
You made my week. My ego is doing the snoopy dance. Thank you. I don't think Squad could afford me, however- 872 replies
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[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
medsouz has been inactive for months chap. As for me, I did a code dump on my old fork about a week back then gave up on that fork and started a new repository from scratch. That's the most up-to-date. And yes, I'm very lazy about keeping Git updated.- 872 replies
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[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
You're correct, pretty sure it doesn't. I'll admit I've not exactly looked. I'd considered writing directly in to the RT config file but then I'm fairly sure I couldn't force RT to then reload it. To be brutally honest, I don't want to integrate RemoteTech into Kerbal Konstructs, or KerbinSide, or my kitchen, or my car. I have my own feature for tracking stations in the works and when 1.1 lands, I'll integrate RoverDude's stock system with that. Assuming PQSCity functions adapt automagically to changed planetary radiuses and terrain then probably. However you're quite correct that any actual static layouts must be done manually. That's why I have no intention of KerbinSide supporting RSS. A licence change I made allows for someone else to do it if they want though.- 872 replies
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[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
v0.9.0 available from KerbalStuff. Changelog: GUI overhaul. VAB, SPH, Tracking Station and Map View now have a shared Base Manager. Base Manager replaces right pane of Launch Site Selector in the VAB and SPH. Tracking Station and Map View's Base Boss Icon Manager is now a more stream-lined and minimalistic toolbar, instead of space-wasting toggles. With this toolbar up, click on a base's icon and you'll get the Base Manager. Base Manager has a new favourites feature. Launch Site Selector now includes a 'Favourites Only', Opened and Closed filter. Launch Site Selector has a new feature where you can set a selected base as the default launchsite (separately in the VAB and SPH) and a button for setting that default as the current launchsite.- 872 replies
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[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
I meant, there's some left-over code from an earlier version of Kerbal Konstructs (back when it was called KerbTown) that I need to redo. It's not handling Linux pathing properly.- 872 replies
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[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Are you on Windows or Linux? Can you confirm that there is in fact a KerbalKonstructs.cfg in Kerbal Space Program/GameData/medsouz/KerbalKonstructs/PluginData/KerbalKonstructs? If you are on Windows, what's your install path for KSP? EDIT - There's some KerbTown legacy code responsible for this which I'll get cleaned up for the next release.- 872 replies
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Please.- 2,488 replies
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
I don't know. Try the RemoteTech and Module Manager threads and you might get appropriate help. - - - Updated - - - It'd be more helpful to me if Kerbal Konstructs issues went in the Kerbal Konstructs thread.- 2,488 replies
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[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
No ETA. I've not even looked at what or how and probably won't. I tend to add stuff I want first, since I make mods for me first. And it's not a feature I care about, sorry. I'm not going to discuss the lengthy processes involved with texturing models. There's an entire sub-forum dedicated to helping you over here.- 872 replies
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[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
The symptoms described are indicative of an out-dated Kerbal Konstructs, incorrect install and/or a second .dll lurking in GameData. In order to help you I need to know/see: Version of KSP. Platform. If Windows, are you using 32bit KSP or the 64 bit hack? Path of KSP install. A KSP.log from the root of that install after reproducing the issue, returning to KSC and exiting the game. Version of Kerbal Konstructs. Path of Kerbal Konstructs install. A list of other mods you have installed. I also need some clarification concerning the issue: Is it only happening when you launch from the launchpad at KSC2? Or is it happening at other custom launchsites? Is it happening when launching from KSC's launchpad or runway? As a smoke test, can you confirm that custom static buildings are appearing as you would expect?- 872 replies
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Yup I have something in mind for getting out of the canyon and then over the river chap that should make the next update. I don't think every track can cater for rovers, however.- 2,488 replies
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[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
As well as working tracking stations (which will be revised to work with the recently announced new feature for KSP) there's quite a bit more planned for the next version of KK, which I'm considering bumping to 1.0. This includes a GUI overhaul, because KK needed one desperately, because it needed it to support lots of new features coming and because Unity 5 when KSP 1.1 lands means I need to redo it all again. Okay, that last reason didn't make sense. Still, overhauling the GUI seemed to be a sensible thing to do since I'm also re-structuring the project to make better use of OO. Properly placing code in classes and isolating repeated code to methods in the right classes should mean an easier to maintain and update plug-in. That's the theory anyway. In practice, I'm a lazy sod and KerbTown's legacy-code is a hell of endless spaghetti so put those two together and I quickly get bored and go do something fun instead. Like new features. Enough technical gibberish, here's some eye-candy. GUI improvements and polish. A unified GUI where the same stuff was just being presented differently in various scenes. A couple of new features you can probably spot are the ability to 'favourite' sites and then filter the launch selector by favourites. You'll also be able to set a default launchsite separately for the VAB and SPH and configure it for when you start a save. Bases will also be getting logs. Just because logs are fun. That feature may not be ready for 1.0. It involves persistence. I hate coding persistence.- 872 replies
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
http://forum.kerbalspaceprogram.com/threads/82785-1-0-4-Kerbin-Side-v1-0-3-SideJobs-v1-4-Air-Race-v1-5?p=2031792&viewfull=1#post2031792 You playing one of those turn-based military saves where you pass around the save file perchance?* I kind of assume that they'll use an earlier version of KerbinSide to save off bases I scrap and then merge them back in manually. At least that's what I'd be doing if the content modder kept removing content from a mod I rely on Also, with the recent licence change I made, it's perfectly fine to release modified config packs to set up the assets in KerbinSide however you want. * hey guys *wave* You're going to like something I have planned for Kerbal Konstructs. Plug-in support for stuff you do.- 2,488 replies
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[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Nothing I can do. It's TextureReplacer that needs to be fixed.- 872 replies
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Fairly sure it won't. Pop by the RemoteTech thread and get some help there. This has come up plenty of times.- 2,488 replies
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[LOG 19:23:04.578] Look rotation viewing vector is zero [LOG 19:23:04.579] Look rotation viewing vector is zero [LOG 19:23:04.603] Look rotation viewing vector is zero [LOG 19:23:04.603] Look rotation viewing vector is zero [LOG 19:23:04.605] Look rotation viewing vector is zero [LOG 19:23:04.605] Look rotation viewing vector is zero [EXC 19:23:04.675] NullReferenceException: Object reference not set to an instance of an object NavWaypoint.LateUpdate () Need to identify whether it's a mod generating that NRE or just KSP. Whats left in your mod list? There's two types of mods you need to eliminate as being responsible: any that add to or modify SPH/VAB functionality; any that add additional navigational aids (i.e. waypoints). With those out of the equation that should isolate that "Look rotation viewing vector is zero" error and help determine if it's KSP that's generating the problem and not a mod. EDIT - Oh and also worth trying deleting any placeholder IVA use in the configs of parts without IVAs. I'll look at this myself too.
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I've tried the twin but can't keep the damn thing grounded so I'm back to quad designs. I'm trying a diamond setup with twin hulls on top of each other which is proving... novel. Still in testing. No way is it going to be in the same league as the twin repulsors though. She's called the Fat Belly. I've also got the Twindy on standby. Similar concept but with a more traditional quad setup.